Elementalist : Attunements

Elementalist

While in battle Elementalist has access to four different Elements - Fire, Water, Air and Earth. Attuning to one of these Elements, Elementalist changes his weapon skills depending the weapon he is currently wearing. Moreover, switching to an attunement can modify some slot skills.

  Skill Description
Fire Attunement 10 Attune to fire, gaining heavy damage and burning abilities.
Water Attunement 10 Attune to water, gaining superior support and healing abilities.
Air Attunement 10 Attune to air, gaining heavy damage and control abilities.
Earth Attunement 10 Attune to earth, gaining superior damage-over-time and defensive abilities.

Tempest top

Tempest gets access to Overloads - a profession mechanic that grants additional skills while in each attunement to deliver high-pressure sustained damage, control, and healing to nearby areas. Using the overload causes the attunement to go on recharge.

  Skill Description
Fire
Overload Fire 4 20 Overload. Unleash your flames, granting might to allies and burning enemies. Finishing the cast creates a tornado that continues to grant might and burn foes. Using this skill causes the attunement to have a longer recharge.
Water
Overload Water 4 20 Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
Air
Overload Air 4 20 Overload. Use your air magic to summon a nimbus that repeatedly strikes nearby enemies. When this ability is complete, imbue your allies with electricity and create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge.
Earth
Overload Earth 4 20 Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final immobilizing blast of power to the area, leaving behind a dust cyclone that delivers the same effects as the overload. Using this skill causes the attunement to have a longer recharge.

Weaver top

Weaver can be attuned to two elements at once. When attuning to a new element, the current main-hand attunement switches to the off hand, while the new attunement is placed on the main hand. You can attune to the same element twice in a row. The main-hand attunement specifies skills in slots 1 and 2, the off-hand attunement specifies slots 4 and 5, and the skill in slot 3 depends on the combination of both attunements. Being attuned to two different elements results in a corresponding Dual Attack in slot 3, regardless of the attunements' order.

  Skill Description
Hammer
Dual Orbits: Fire and Water   18 Dual Attack. Summon projectiles of fire and ice that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the ice projectile is active, you take reduced damage from conditions. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Dual Orbits: Fire and Air   18 Dual Attack. Summon projectiles of fire and air that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the air projectile is active, your chance to critically strike is increased. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Dual Orbits: Fire and Earth   18 Dual Attack. Summon projectiles of fire and earth that circle around you, striking enemies they pass through. While the fire projectile is active, it grants you increased outgoing damage. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Dual Orbits: Water and Air   18 Dual Attack. Summon projectiles of ice and air that circle around you, striking enemies they pass through. While the ice projectile is active, you take reduced damage from conditions. While the air projectile is active, your chance to critically strike is increased. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Dual Orbits: Water and Earth   18 Dual Attack. Summon projectiles of ice and earth that circle around you, striking enemies they pass through. While the ice projectile is active, you take reduced damage from conditions. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Dual Orbits: Air and Earth   18 Dual Attack. Summon projectiles of air and earth that circle around you, striking enemies they pass through. While the air projectile is active, your chance to critically strike is increased. While the earth projectile is active, you take reduced damage from strikes. Summoning a circular projectile refreshes the duration of all other circular projectiles.
Staff
Pressure Blast 1 15 Dual Attack. Send out a vaporous projectile that heals allies it passes through. This projectile violently explodes if it hits the ground or strikes an enemy, healing allies and damaging foes in the area.
Plasma Blast ¼ 15 Dual Attack. Launch a ball of plasma that explodes on impact at your foes.
Pyroclastic Blast ¾ 15 Dual Attack. Launch a molten rock that devastates an area.
Monsoon ½ 20 Dual Attack. Launch a hurricane in a direction, healing allies and damaging enemies.
Lahar ½ 20 Dual Attack. Create an area that cripples and damages enemies.
Pile Driver 18 Dual Attack. After a short channel, launch a hyper-fast boulder that decimates foes in its path.
Dagger
Steam Surge ¾ 18 Dual Attack. Slide to an area, blasting foes with steam while healing nearby allies.
Plasma Burst ¾ 15 Dual Attack. Burn your foes within a plasma blast.
Ashen Blast ½ 12 Dual Attack. Blind your foes with burning ashes.
Katabatic Wind   18 Dual Attack. Release a frigid wind that damages foes.
Mud Slide 1 20 Dual Attack. Trip your foes with mud as you slide past them.
Grinding Stones ½ 18 Dual Attack. Shred foes with a storm of stones. Take reduced damage while the storm is active.
Pistol
Frostfire Flurry 1 15 Dual Attack. Fire multiple bullets of fire and ice, inflicting conditions. If you have a fire bullet, consume it to increase the burning duration of the fire shots. If you have an ice bullet, consume it to cause the ice shots to inflict additional conditions.
Purblinding Plasma ½ 12 Dual Attack. Fire a ball of plasma that explodes when it hits, striking enemies behind the target. If you have a fire bullet, consume it to create an area of fire beneath the initial target. If you have an air bullet, consume it to reduce the cooldown of this skill.
Molten Meteor ½ 15 Dual Attack. Fire a shot that inflicts multiple conditions. If you have a fire bullet, consume it to cause the shot to explode when it strikes an enemy, also striking nearby enemies. If you have an earth bullet, consume it to inflict additional bleeding.
Flowing Finesse ¾ 18 Dual Attack. Evade backward and grant yourself boons. If you have an ice bullet, consume it to gain frost aura. If you have an air bullet, consume it to gain superspeed.
Echoing Erosion ¾ 15 Dual Attack. Bleed your foe with bullets of ice and stone. If you have an ice bullet, consume it to heal yourself. If you have an earth bullet, consume it to grant yourself barrier.
Enervating Earth ½ 12 Dual Attack. Fire a quick shot that debilitates your target. If you have an air bullet, consume it to also inflict daze. If you have an earth bullet, consume it to also inflict bleeding on your target.
Scepter
Fiery Frost ¾ 15 Dual Attack. Launch a fire and ice bolt while evading.
Plasma Beam 18 Dual Attack. Fire a superheated jet of plasma at your foe.
Fracturing Strike 1 12 Dual Attack. Call a meteor from the sky that crashes to the ground, creating an eruption of magma.
Glacial Drift ¾ 15 Dual Attack. Whirl air and ice together, sending out a supercooled projectile that chills enemies it strikes.
Stone Tide ¾ 15 Dual Attack. Bleed your foe with ice and sharpened stones.
Earthen Synergy ¾ 20 Dual Attack. Smite your enemies with the earth and sky, dealing damage from below and then stunning from above.
Sword
Twin Strike ¾ 12 Dual Attack. Quickly strike enemies in front of you with the extreme nature of fire and water.
Pyro Vortex ½ 15 Dual Attack. Strike enemies in an arc in front of you, creating burning vortexes on enemies you hit.
Lava Skin ¼ 18 Dual Attack. Cover yourself in an increasing barrier while dealing damage to nearby enemies.
Shearing Edge ½ 12 Dual Attack. Form a frozen blade and spin it toward your enemies.
Natural Frenzy ½ 15 Dual Attack. Unleash a volley of ice and earth at your enemies.
Gale Strike ¾ 20 Dual Attack. Strike your enemies, lifting them and creating cyclones at their locations.
Trident
Hydrothermal Vent 1 15 Dual Attack. Create a thermal vent around your target.
Plasmic Strike ½ 12 Dual Attack. Quickly heat the area around your enemy, melting defenses.
Molten Burst ¾ 12 Dual Attack. Gain a shield of earth, then release a molten burst from your location.
Absolute Zero ½ 20 Dual Attack. Send out a supercooled shard that freezes enemies it hits.
Elemental Compression 1 12 Dual Attack. Inflict the area around your target with the immense pressures of the earth and sea.
Sodden Swath ½ 18 Dual Attack. Launch a twisting earthen vortex at your enemies.

Catalyst top

Catalyst can summon Jade Sphere in an area, creating a combo field and granting boons to allies in its radius based on the catalyst's current attunement. Deploying a sphere requires energy, which builds up through damage. Also Jade Sphere can improve effects of Augments.

  Skill Description
Fire
Deploy Jade Sphere   15 Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Water
Deploy Jade Sphere   15 Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Air
Deploy Jade Sphere   15 Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
Earth
Deploy Jade Sphere   10 Summon your jade sphere, creating a combo field and granting boons to allies in its radius based on its element.
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